[WIP] Guard NPC

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Haay
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[WIP] Guard NPC

Post by Haay » 08 Feb 2009, 10:49

Needs some polishing (at least helmet) and anti-aliasing = WIP
Feedback is appreciated.
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Crush
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Re: [WIP] Guard NPC

Post by Crush » 08 Feb 2009, 18:34

We could need some soldiers with different uniforms when we create a 2nd large city beside Tulimshar.

Can you do some more soldiers with the same uniform but different weapons or some with slightly different uniforms (officers, commanders, elite troops etc.)?
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Re: [WIP] Guard NPC

Post by kickinyourface » 08 Feb 2009, 19:24

do a version:
  • with sword & shield
    with sword only
    with poleaxe & shield(the one you already got)
    with poleaxe only
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Re: [WIP] Guard NPC

Post by -Phoenix- » 09 Feb 2009, 18:02

This a little small and not many details posue
increase the size and put more details
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Re: [WIP] Guard NPC

Post by Crush » 09 Feb 2009, 18:19

-Phoenix- wrote:This a little small and not many details posue
increase the size and put more details
Huh? What are you talking about? The size is exactly the same as the other character sprites.
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Re: [WIP] Guard NPC

Post by kr0n05931 » 09 Feb 2009, 23:07

It's very good, but the contrast on the colors is a bit too high and looks a little out of place when compared to the warlord and platemail armors. Also, try going for a less cyan blue, and try mixing a little bit of white or gray into it. ;)
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Re: [WIP] Guard NPC

Post by Crush » 10 Feb 2009, 03:25

I think the cyan grey is just right.
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Re: [WIP] Guard NPC

Post by Fother » 10 Feb 2009, 08:05

Crush wrote:I think the cyan grey is just right.
It gives it the look of really shiny metal, which looks cyan-ish outdoors from reflecting the sky!

I opened this up in an editor to see how easy it would be to derive the armor into a set that could be used for the NPC assembly system or animations [I was going to send you a PM and see if that was helpful first, so you wouldn't think I was trying to step on your toes! I'm a big fan of this NPC and your work after all!]... while I was zoomed in, I noticed that the top of the helmet wasn't even on both sides (slightly flatter on the right side), though you can't tell when viewing it at 100%.
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Re: [WIP] Guard NPC

Post by Haay » 10 Feb 2009, 09:30

It gives it the look of really shiny metal, which looks cyan-ish outdoors from reflecting the sky!
Yes, I couldn't have explained it better. This NPC is meant to be outdoors and in my opinion, the weather in the game world is very very sunny mainly because the colours are bright. If you have any use for an indoor NPC guard, I think I can quite easily change the colours more greyish with select by colour/fill with foreground colour combo.
I opened this up in an editor to see how easy it would be to derive the armor into a set that could be used for the NPC assembly system or animations [I was going to send you a PM and see if that was helpful first, so you wouldn't think I was trying to step on your toes! I'm a big fan of this NPC and your work after all!]... while I was zoomed in, I noticed that the top of the helmet wasn't even on both sides (slightly flatter on the right side), though you can't tell when viewing it at 100%.
Do what you want to do, even though I don't understand what you do you mean :P . This game is a collaboration project after all.
I'll look at the helmet :)

EDIT: Image. AA was messed up because of colour change and there was some stray alpha :oops:
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gourd-colourtest.png
A colour testing. Basically just more greyish.
gourd-colourtest.png (3.17 KiB) Viewed 1082 times
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Re: [WIP] Guard NPC

Post by cube » 27 Feb 2009, 17:09

Hi, i tried another one model of guard. It's my first work, just a sketch, and i will be pleased if you give me any echo. btw: this is just first version, i planning 3 types of guards and evidently more detailed.

P.S.: I'm not sure about correct size of game sprites, please tell my some info about that.
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guar-tmw-0.1.png
Common Guard
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Re: [WIP] Guard NPC

Post by Crush » 27 Feb 2009, 17:14

You should use the player sprites as a template when creating NPC sprites. You can find the spritesets here:
http://gitorious.org/projects/tmwdata/r ... e_base.png
http://gitorious.org/projects/tmwdata/r ... e_base.png

Also note this thread for instructions how to obtain all resource files of TMW: http://forums.themanaworld.org/viewtopi ... =13&t=2617

The normal work flow when creating NPC sprites is:
1. taking a frame from the player spritesets
2. Modify pose and stature to fit the NPC type you want to create
3. Pixel clothes and hair in a new layer above it.
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Re: [WIP] Guard NPC

Post by Jaxad0127 » 27 Feb 2009, 17:18

cube wrote:Hi, i tried another one model of guard. It's my first work, just a sketch, and i will be pleased if you give me any echo. btw: this is just first version, i planning 3 types of guards and evidently more detailed.

P.S.: I'm not sure about correct size of game sprites, please tell my some info about that.
Please use the player sprite as a base.
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Re: [WIP] Guard NPC

Post by 5t3v3 » 27 Feb 2009, 17:48

Also keep in mind that all sprites require a transparency layer in the background.
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